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https://github.com/DarkflameUniverse/DarkflameServer.git
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833ed8a40d
Adds the ability for the buccaneer valiant to spawn a ship that rams enemies and smashes them. Next to a script that triggers the ship skill a few other changes had to be made: - Force movement behavior server side calculation and sync - The ship has no physics volume so the FindValidTargets for behaviors had to be altered to allow ControllablePhysics entities to find entities within their area. The "target_self" AOE flag has been used to replicate the old behavior.
161 lines
3.5 KiB
C++
161 lines
3.5 KiB
C++
#include "AreaOfEffectBehavior.h"
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#include <vector>
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#include "EntityManager.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "RebuildComponent.h"
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#include "DestroyableComponent.h"
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void AreaOfEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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uint32_t targetCount;
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bitStream->Read(targetCount);
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if (targetCount > this->m_maxTargets)
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{
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return;
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}
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std::vector<LWOOBJID> targets;
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targets.reserve(targetCount);
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for (auto i = 0u; i < targetCount; ++i)
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{
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LWOOBJID target;
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bitStream->Read(target);
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targets.push_back(target);
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}
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for (auto target : targets)
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{
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branch.target = target;
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this->m_action->Handle(context, bitStream, branch);
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}
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}
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void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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auto* self = EntityManager::Instance()->GetEntity(context->caster);
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if (self == nullptr)
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{
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Game::logger->Log("TacArcBehavior", "Invalid self for (%llu)!\n", context->originator);
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return;
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}
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auto reference = branch.isProjectile ? branch.referencePosition : self->GetPosition();
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std::vector<Entity*> targets;
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auto* presetTarget = EntityManager::Instance()->GetEntity(branch.target);
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if (presetTarget != nullptr)
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{
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if (this->m_radius * this->m_radius >= Vector3::DistanceSquared(reference, presetTarget->GetPosition()))
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{
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targets.push_back(presetTarget);
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}
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}
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int32_t includeFaction = m_includeFaction;
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if (self->GetLOT() == 14466) // TODO: Fix edge case
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{
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includeFaction = 1;
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}
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for (auto validTarget : context->GetValidTargets(m_ignoreFaction , includeFaction, m_TargetSelf == 1))
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{
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auto* entity = EntityManager::Instance()->GetEntity(validTarget);
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if (entity == nullptr)
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{
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Game::logger->Log("TacArcBehavior", "Invalid target (%llu) for (%llu)!\n", validTarget, context->originator);
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continue;
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}
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if (std::find(targets.begin(), targets.end(), entity) != targets.end())
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{
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continue;
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}
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent == nullptr)
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{
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continue;
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}
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if (destroyableComponent->HasFaction(m_ignoreFaction))
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{
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continue;
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}
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const auto distance = Vector3::DistanceSquared(reference, entity->GetPosition());
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if (this->m_radius * this->m_radius >= distance && (this->m_maxTargets == 0 || targets.size() < this->m_maxTargets))
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{
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targets.push_back(entity);
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}
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}
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std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b)
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{
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const auto aDistance = Vector3::DistanceSquared(a->GetPosition(), reference);
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const auto bDistance = Vector3::DistanceSquared(b->GetPosition(), reference);
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return aDistance > bDistance;
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});
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const uint32_t size = targets.size();
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bitStream->Write(size);
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if (size == 0)
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{
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return;
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}
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context->foundTarget = true;
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for (auto* target : targets)
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{
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bitStream->Write(target->GetObjectID());
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PlayFx(u"cast", context->originator, target->GetObjectID());
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}
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for (auto* target : targets)
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{
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branch.target = target->GetObjectID();
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this->m_action->Calculate(context, bitStream, branch);
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}
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}
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void AreaOfEffectBehavior::Load()
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{
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this->m_action = GetAction("action");
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this->m_radius = GetFloat("radius");
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this->m_maxTargets = GetInt("max targets");
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this->m_ignoreFaction = GetInt("ignore_faction");
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this->m_includeFaction = GetInt("include_faction");
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this->m_TargetSelf = GetInt("target_self");
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}
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